Legal claims defining the scope of protection. Each claim is shown in both the original legal language and a plain English translation.
1. A computer-implemented method for operating a behavior modification software, the method comprising: identifying, with the one or more processors, a user profile comprising a behavioral score; presenting, with the one or more processors and to a user interface, an illustration associated with a scenario, the scenario associated with at least one question, each question correlated to a behavioral or sociological topic and associated with at least two answers, wherein each answer is associated with a behavior score modifier, wherein the behavior score modifier comprises a positive value and a magnitude associated with each answer, wherein the magnitude is a higher value when associated with a correct answer as compared to an incorrect answer; receiving, with the one or more processors and via the user interface, selection of a selected question within the scenario; presenting, with the one or more processors and to the user interface, the selected question to a user in response to the selection and at least a subset of the answers associated with the selected question; receiving, with the one or more processors and via the user interface, a selected answer from the user in response to presenting the question; evaluating, with the one or more processors, input from the user based on the behavior score modifier associated with the received selected answer; adjusting, with the one or more processors, the behavioral score in the user profile based on the behavior score modifier; determining, with the one or more processors, a path based on the user's adjusted behavioral score, wherein the path comprises an ordered sequence of at least two scenarios and check points, wherein the check points are configured to identify a next operation based on the user's behavioral score within the behavioral modification software, wherein the determining the path dynamically adjusts a level of difficulty or subject matter associated with the selected question based on the user's performance; presenting, with the one or more processors and via the user interface, a map labeled with visual illustrations showing the path and multiple path locations, wherein a path location visually represents a scenario and three path locations, wherein the three path locations comprise a current path location, a past path location, and a future path location; and displaying visual information that provides to the user an indication of user's level of performance, wherein the visual information comprises a user selected avatar, wherein the avatar changes its appearance depending on the user's behavioral score or path location, wherein the avatar is visually presented at one of the path locations on the map to show the user their current location, wherein the appearance of the avatar changes from a first visual representation of the avatar to a second visual representation of the avatar to indicate that the user's behavioral score is increasing, wherein the first visual representation of the avatar is a different visual depiction than the second visual representation of the avatar.
This invention relates to a computer-implemented behavior modification system designed to assess and improve user behavior through interactive scenarios. The system identifies a user profile containing a behavioral score and presents scenarios with questions related to behavioral or sociological topics. Each question has multiple answers, each linked to a behavior score modifier that adjusts the user's score based on correctness and magnitude. Correct answers yield higher score adjustments than incorrect ones. The system dynamically determines a personalized path of scenarios and checkpoints, adjusting difficulty or subject matter based on the user's performance. A visual map displays the path, including current, past, and future scenarios, with an avatar representing the user. The avatar's appearance changes to reflect score improvements or progress, providing visual feedback on performance. The system adapts content in real-time to guide users through behavioral modification, using interactive elements and visual cues to enhance engagement and learning.
2. The method of claim 1 , wherein the user profile includes demographic information, path location information, user preferences, user requests, and administrator requests.
A system and method for personalized user experience management collects and processes user data to tailor interactions. The invention addresses the challenge of delivering relevant content and services by dynamically adapting to individual user characteristics and behaviors. The user profile, a core component, aggregates demographic details, path location data, user preferences, explicit user requests, and administrator-defined requirements. Demographic information includes age, gender, and other identifying attributes. Path location data tracks the user's navigation history within a system or application, enabling context-aware adjustments. User preferences capture explicit choices, such as language settings or interface themes. User requests represent real-time inputs, like search queries or feature activations. Administrator requests allow system managers to enforce policies or prioritize certain content. By integrating these diverse data points, the system generates a comprehensive user model that informs personalized recommendations, notifications, and interface modifications. The method ensures adaptability across different user segments while maintaining flexibility for both individual and system-wide customization. This approach enhances user satisfaction by reducing irrelevant content and streamlining interactions based on aggregated behavioral and contextual insights.
3. The method of claim 1 , wherein each scenario associated with a plurality of questions, each question correlated to a behavioral or sociological topic that addresses behavioral or sociological issues that students can face during their schooling years.
This invention relates to an educational system designed to address behavioral and sociological issues that students encounter during their schooling years. The system presents students with a series of questions, each linked to a specific behavioral or sociological topic. These topics cover challenges such as peer pressure, academic stress, social anxiety, and emotional well-being, which are common among students. The questions are structured to prompt self-reflection and awareness, helping students recognize and manage these issues effectively. The system may also include scenarios or situational prompts that further illustrate real-world applications of the topics being addressed. By engaging with these questions and scenarios, students develop critical thinking and problem-solving skills related to their personal and social development. The system aims to foster emotional intelligence, resilience, and positive behavioral habits, ultimately supporting students' overall well-being and academic success. The questions and scenarios are tailored to be age-appropriate and relevant to the student's educational stage, ensuring the content is both impactful and relatable. The system may be integrated into existing educational platforms or used as a standalone tool to supplement traditional learning environments.
4. The method of claim 1 , wherein the user profile identifies at least one preferred behavioral or sociological topic, wherein the questions associated with the presented scenario are weighted to include the at least one identified preferred topics.
This invention relates to personalized content delivery systems, specifically methods for tailoring interactive scenarios to user preferences. The system addresses the challenge of engaging users with relevant content by dynamically adjusting question sets based on individual user profiles. A user profile is created to identify preferred behavioral or sociological topics of interest. When presenting a scenario to the user, the system weights the associated questions to emphasize topics matching the user's preferences. This ensures the content remains engaging and aligned with the user's interests. The method involves analyzing the user profile to determine preferred topics, then selecting and weighting questions accordingly. The system may also track user interactions to refine topic preferences over time. This approach enhances user engagement by delivering personalized, relevant content while maintaining flexibility in scenario presentation. The invention is applicable in educational platforms, psychological assessments, and interactive entertainment systems where adaptive content delivery is beneficial.
5. The method of claim 4 , wherein the preferred behavioral or sociological topic is identified by the user or administrator, or based on prior performance results identified in the user profile.
This invention relates to systems for identifying and analyzing behavioral or sociological topics of interest, particularly in digital platforms where user engagement and interaction data are collected. The problem addressed is the need to dynamically determine relevant topics for analysis, whether for personalized user experiences, targeted content delivery, or administrative oversight. The method involves selecting a preferred behavioral or sociological topic, which can be explicitly chosen by a user or administrator or automatically determined based on prior performance results stored in a user profile. The system leverages historical data to infer topics that align with user behavior, preferences, or engagement patterns, ensuring relevance and adaptability. This approach enhances the accuracy of topic identification, improving the effectiveness of subsequent analyses or interventions. The method may integrate with broader systems for data collection, profiling, and recommendation, ensuring seamless topic selection without manual intervention. By automating topic identification, the system reduces administrative burden and improves scalability, making it suitable for large-scale applications in social media, education, marketing, or workplace analytics. The invention ensures that topic selection is both user-centric and data-driven, balancing customization with efficiency.
6. The method of claim 1 , wherein the user's behavioral score is increased in response to the user selecting a correct answer.
A system and method for adaptive learning or assessment adjusts a user's behavioral score based on their performance. The system presents questions or tasks to a user and evaluates their responses. When the user selects a correct answer, their behavioral score is increased, reflecting improved performance or engagement. The behavioral score may be used to personalize learning content, adjust difficulty levels, or provide feedback. The system may also track incorrect answers and other interactions to refine the scoring mechanism. This approach enhances user engagement and learning outcomes by dynamically adapting to the user's performance. The method can be applied in educational platforms, training programs, or interactive assessments to optimize learning experiences.
7. The method of claim 1 , wherein the user's behavioral score is unchanged or decreased in response to the user selecting a wrong answer.
A system and method for adaptive learning or assessment adjusts a user's behavioral score based on their responses to questions or tasks. The system presents a user with a question or task, receives a response, and evaluates whether the response is correct or incorrect. If the response is correct, the system increases the user's behavioral score. If the response is incorrect, the system either leaves the behavioral score unchanged or decreases it. The behavioral score reflects the user's performance, engagement, or proficiency in a learning or assessment context. The system may use this score to adapt the difficulty of subsequent questions, provide feedback, or personalize the learning experience. The method ensures that incorrect answers do not always penalize the user, allowing for a more flexible and forgiving assessment approach. This is particularly useful in educational or training environments where motivation and engagement are critical. The system may also track additional user interactions, such as time spent on a question or confidence levels, to further refine the behavioral score. The adaptive nature of the system helps tailor the learning experience to the user's needs, improving retention and outcomes.
8. The method of claim 1 , wherein the next operation is selecting another question or leaving the scenario.
This invention relates to interactive systems for managing user interactions, particularly in scenarios where users are presented with questions or options to navigate through a structured process. The problem addressed is the need for efficient and intuitive decision-making in interactive systems, ensuring users can seamlessly progress through a sequence of operations without unnecessary complexity or disruptions. The method involves a system that presents a user with a scenario, which includes a series of questions or options. After the user responds to a question, the system determines the next operation based on predefined rules or logic. The next operation may involve selecting another question from a predefined set or allowing the user to exit the scenario entirely. The system dynamically adjusts the flow of interactions to maintain engagement and ensure a logical progression, preventing dead-ends or repetitive loops. The selection of the next question or the option to leave the scenario is determined by analyzing the user's responses, system rules, or contextual data. This ensures the interaction remains relevant and aligned with the user's goals. The method enhances user experience by providing clear, actionable choices while maintaining flexibility in navigation. The system may also track user behavior to refine future interactions, improving efficiency and personalization.
9. The method of claim 1 wherein the next operation is selected based on the user's behavioral score.
A system and method for optimizing workflow operations in a computing environment involves dynamically selecting the next operation in a sequence based on a user's behavioral score. The behavioral score is derived from analyzing the user's historical interaction patterns, such as response times, error rates, and task completion efficiency. The system monitors user behavior during workflow execution, tracks performance metrics, and assigns a score that reflects the user's proficiency or adaptability to specific tasks. When determining the next operation, the system evaluates the behavioral score to prioritize operations that align with the user's strengths or to adjust difficulty based on performance trends. This adaptive selection improves workflow efficiency by tailoring operations to the user's capabilities, reducing errors, and enhancing productivity. The method may also incorporate additional factors, such as system constraints or predefined workflow rules, to refine operation selection. The behavioral score can be updated in real-time or periodically to reflect ongoing performance changes. This approach is particularly useful in applications requiring user interaction, such as software development, customer support, or automated task management, where personalized workflow adjustments can significantly impact outcomes.
10. The method of claim 1 , wherein the path is stored in the user profile, where determining the path comprises determining a continuation of a previously existing path stored in the user profile.
This invention relates to user navigation systems, specifically methods for determining and storing user paths in a user profile. The problem addressed is the need to efficiently track and continue user navigation paths, particularly in applications where users follow sequential or repetitive routes, such as in augmented reality (AR), virtual reality (VR), or location-based services. The method involves storing a user's navigation path in their profile and determining a continuation of a previously existing path when the user resumes navigation. The path may include spatial coordinates, waypoints, or other navigation data. By referencing the stored path, the system can predict or suggest the next steps in the user's journey, improving navigation efficiency and personalization. The method may also involve updating the stored path as the user progresses, ensuring the profile remains current. This approach is particularly useful in scenarios where users frequently revisit the same routes, such as in AR-guided tours, VR environments, or indoor navigation systems. By leveraging stored path data, the system reduces computational overhead and enhances user experience by providing seamless, context-aware navigation assistance. The invention may also include features for path optimization, such as identifying shortcuts or alternative routes based on historical data.
11. The method of claim 1 , wherein each scenario is configured to encourage desired behavior in the context of the behavioral and sociological topics, and comprise questions configured to address behavioral and sociological issues that are faced by a youth.
This invention relates to a method for encouraging desired behavior in youth by addressing behavioral and sociological issues through scenario-based questioning. The method involves creating scenarios designed to promote positive behavior in the context of behavioral and sociological topics relevant to young individuals. Each scenario includes questions specifically tailored to address challenges commonly faced by youth, such as social interactions, emotional regulation, decision-making, and peer relationships. The questions are structured to guide youth through reflective thinking, problem-solving, and behavioral adaptation. The method may be implemented in educational, therapeutic, or mentorship settings to foster self-awareness, resilience, and constructive social behavior. The scenarios are adaptable to different age groups and cultural contexts, ensuring relevance and effectiveness in diverse environments. By focusing on real-world issues, the method helps youth develop coping strategies and interpersonal skills necessary for personal growth and social integration. The approach combines behavioral psychology principles with interactive learning to create an engaging and impactful experience for participants.
12. The method of claim 1 , wherein the user's behavioral score determines which behavioral or sociological topics are presented by the behavioral modification software.
This invention relates to behavioral modification software that adapts its content based on a user's behavioral score. The system assesses user behavior through interactions with the software, such as responses to prompts, engagement levels, or other measurable actions. A behavioral score is generated from this assessment, representing the user's current state or progress. The software then selects and presents specific behavioral or sociological topics tailored to the user's score. For example, a higher score might trigger advanced topics, while a lower score could lead to foundational content. The system dynamically adjusts the presented material to optimize behavioral change or learning outcomes. The behavioral score may be recalculated periodically to ensure the content remains relevant to the user's evolving state. This adaptive approach enhances personalization, making the software more effective in guiding users toward desired behavioral modifications. The invention is applicable in fields like education, therapy, or workplace training, where tailored content improves engagement and results.
13. The method of claim 1 , wherein adjusting comprises applying the behavioral score modifier based on the level of correctness of a user's answer.
This invention relates to adaptive learning systems that adjust user interactions based on behavioral data. The problem addressed is the need for personalized learning experiences that dynamically respond to a user's performance to improve engagement and knowledge retention. The system evaluates a user's answers to questions or tasks, assigns a correctness level to each response, and applies a behavioral score modifier to adjust subsequent interactions. The modifier influences how the system presents content, selects questions, or provides feedback, ensuring the learning experience adapts to the user's proficiency. The method involves tracking user behavior, analyzing response accuracy, and dynamically modifying the learning path or interface elements to optimize learning outcomes. This approach ensures that users receive tailored content that aligns with their current understanding, enhancing efficiency and effectiveness in educational or training environments. The system may also incorporate additional behavioral metrics, such as response time or confidence levels, to further refine adjustments. The goal is to create a responsive learning environment that continuously adapts to individual needs, improving user engagement and retention.
14. The method of claim 1 , further comprising linking an identified issue to the selected question such that performance history data includes subcategories of data relating to performance specific to one or more identified issues.
A system and method for tracking and analyzing performance data in a question-answering or knowledge management system. The technology addresses the challenge of efficiently categorizing and retrieving performance data related to specific issues within a larger dataset. The method involves identifying issues within a system, such as errors, inefficiencies, or user feedback, and linking those issues to specific questions or queries. By associating issues with questions, the system organizes performance history data into subcategories that reflect performance metrics specific to each identified issue. This allows for detailed analysis of how different issues impact system performance, enabling targeted improvements. The method may include tracking metrics such as response accuracy, resolution time, or user satisfaction for each issue-linked question, providing granular insights into system behavior. The approach enhances data organization, making it easier to diagnose recurring problems and measure the effectiveness of corrective actions. The system may also support automated issue detection and categorization, further streamlining performance monitoring and optimization.
15. The method of claim 1 , wherein the determining further comprises storing and maintaining a path location of a user.
A system and method for tracking and managing user movement within a physical or digital environment. The invention addresses the challenge of accurately recording and utilizing user path data to enhance navigation, security, or personalized services. The method involves capturing real-time location data of a user as they move through an environment, such as a building, network, or virtual space. The system processes this data to determine the user's path, including entry and exit points, dwell times, and movement patterns. A key feature is the storage and maintenance of the user's path location, enabling historical analysis, predictive modeling, or real-time intervention. The stored path data can be used for applications such as personalized recommendations, security monitoring, or optimizing spatial layouts. The method may also integrate with other tracking technologies, such as sensors, beacons, or GPS, to improve accuracy. The system ensures data privacy and security by encrypting or anonymizing user information. The invention is applicable in retail, healthcare, smart cities, and digital platforms where understanding user movement enhances functionality or user experience.
16. The method of claim 1 , wherein the first visual appearance of the avatar is a first-aged avatar and the second visual appearance of the avatar is a second-aged aged avatar, wherein the first-aged avatar is visually depicted as being younger than the second-aged avatar.
This invention relates to avatar-based systems that dynamically adjust the visual appearance of an avatar to reflect aging over time. The technology addresses the challenge of creating immersive and personalized digital representations that evolve naturally, particularly in applications like virtual assistants, gaming, or social media, where user engagement benefits from realistic progression. The method involves generating an avatar with at least two distinct visual appearances corresponding to different ages. The first appearance is a younger version of the avatar, while the second appearance is an older version, visually depicting the avatar as aging. The system transitions between these appearances based on predefined criteria, such as elapsed time, user interactions, or other contextual factors. Additional features may include intermediate aging states, customizable aging parameters, or integration with biometric data to influence the avatar's progression. The aging process can be applied to various avatar attributes, including facial features, body proportions, or stylistic elements, ensuring a seamless and believable transformation. This approach enhances user engagement by creating a more dynamic and relatable digital presence, particularly in long-term applications where static avatars may lose relevance. The method may also support user input to adjust aging speed or appearance, allowing for personalized customization.
17. The method of claim 1 , wherein the determining comprises comparing a threshold value associated with each scenario to the user's behavioral score to determine whether the user will leave or stay within the scenario, and wherein, when the user's behavioral score is higher than the threshold value, causing the user to leave the scenario.
This invention relates to user behavior analysis in digital environments, particularly for predicting whether a user will leave or stay within a given scenario based on their behavioral score. The system monitors user interactions within a digital environment, such as a virtual reality (VR) or augmented reality (AR) system, to generate a behavioral score reflecting engagement, satisfaction, or other relevant metrics. Each scenario within the environment has an associated threshold value, which serves as a benchmark for user retention. The system compares the user's behavioral score to this threshold to determine their likelihood of leaving or staying. If the score exceeds the threshold, the system triggers an action to cause the user to leave the scenario, such as terminating the session, redirecting the user, or adjusting the scenario to improve engagement. This approach helps optimize user experience by dynamically responding to behavioral patterns, ensuring that users remain engaged or are transitioned out of scenarios where they are likely to disengage. The method may also involve tracking multiple behavioral factors, such as interaction frequency, time spent, or emotional responses, to refine the accuracy of the predictions. The system can be applied in various digital environments, including gaming, training simulations, or interactive applications, to enhance user retention and satisfaction.
18. The method of claim 1 , wherein the path links the scenarios in a pre-determined sequenced order or a randomized order.
This invention relates to a method for linking scenarios in a sequence, addressing the need for flexible and adaptable scenario presentation. The method involves establishing a path that connects multiple scenarios, where the path can be structured in either a pre-determined ordered sequence or a randomized order. The pre-determined sequence ensures a consistent and predictable progression through the scenarios, which is useful for structured training, testing, or simulation environments where a specific order is required. Alternatively, the randomized order introduces variability, making the method suitable for dynamic applications such as adaptive learning systems, randomized testing, or scenario-based simulations where unpredictability is beneficial. The method allows for dynamic adjustment of the sequence, enabling real-time modifications based on user input, system conditions, or predefined rules. This flexibility enhances the versatility of the system, making it applicable in various fields such as education, gaming, military training, and software testing. The invention ensures that scenarios are presented in a controlled or randomized manner, improving engagement, adaptability, and effectiveness in different use cases.
19. The method of claim 3 , wherein the behavioral or sociological issues comprise bullying, peer pressure, drug abuse, tobacco use, gang affiliation, physical abuse, harassment, peer pressure, leadership, dressing appropriately, sex, drug abuse, use of street language, stealing, or combinations thereof.
This invention relates to systems and methods for addressing behavioral and sociological issues among individuals, particularly in educational or social settings. The technology focuses on identifying and mitigating problematic behaviors such as bullying, peer pressure, drug abuse, tobacco use, gang affiliation, physical abuse, harassment, inappropriate leadership, improper attire, discussions about sex, use of street language, and theft. The method involves monitoring interactions and activities to detect these issues and implementing interventions to correct or prevent them. The system may use data analysis, behavioral tracking, or social monitoring to identify patterns or incidents related to these behaviors. Once detected, the system provides feedback, guidance, or corrective actions to address the issues. The approach aims to foster a safer, more positive environment by proactively managing these behavioral and sociological challenges. The invention may be applied in schools, workplaces, or community settings where such issues are prevalent. The method ensures that individuals are aware of and adhere to appropriate social norms and behaviors, reducing the occurrence of harmful or disruptive activities.
20. The method of claim 1 , wherein each scenario is a simulated event that presents, to the user, issues that a student encounters in school and guides the user in making decisions when in a school environment.
This invention relates to an educational simulation system designed to prepare users, particularly students, for real-world school environments by presenting simulated scenarios. The system creates immersive, interactive experiences that replicate common challenges students face in school, such as social interactions, academic difficulties, or behavioral situations. Each scenario is structured to guide users through decision-making processes, helping them develop problem-solving skills and appropriate responses to school-related issues. The simulations may include virtual role-playing, decision trees, or branching narratives where user choices influence outcomes, reinforcing learning through practical application. The system may also track user performance, providing feedback or adaptive guidance to improve decision-making over time. By simulating real-world school dynamics, the technology aims to enhance preparedness, confidence, and resilience in educational settings. The invention may be used in training programs, educational software, or therapeutic interventions to support student development.
Unknown
June 23, 2020
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